So, here is the demonstration of the problem. TimeScale is set to 1 / 100 to make the problem more noticeable.
As you can see the RigidBody2d is quite usual. Nothing fancy in the code either: velocity of the RigidBody2d is updated in FixedUpdate, no direct changing of Transform’s position or something similar.
What could be the reason of not working interpolation?
UPD: it appeared that while I was writing this post and the game was running in the background, interpolation automagically got fixed. Now this is even more weird than before.
So after a short investigation it turned out that this happens when simulation of RigidBody2d is disabled at start and enabled later.
I don’t think this is a normal behaviour, so I’ll try to make a small demo to reproduct this issue and send a bug report.
I’ve just seen your bug report and can confirm it’s a bug. I’m amazed that this has been around for so long. I’ll get a fix and regression test implemented and get it out ASAP.
Thanks for the report.
Thanks.
May I hope to see the fix for 2017.1 version?
It’s sitting in a 2018.1 pull request right now waiting for review. When that lands it’lll be backported to 2017.3, 2017.2 & 2017.1 in parallel.
Ok, thanks.